I'm making a realistic version of the pokemon Umbreon and appeared to me some doubts, as I sculpt hair in zbrush? please help and comment:) reference model in zbrush
hello, I’m new to Zbrush so I’m still unpacking everything.. when I’m finishing a sculpted character, would it be more effective to do UV’s in ZBrush and bake displacement maps there, or move my meshes to Maya, unwrap then create textures with substance painter?
Hey, so i made a little alien, and want to redo the topology from scratch. Now i dont think the zbrush topology tools are very handy, maybe zbrush at all isnt it too. I googled a lot and find 3d coat, but maybe i can do it in zbrush to. My problems in zbrush are: - "backgroundculling" ?! - very bad that i see fore and…
Hi this might seem stupid, but up until now i have only done some touch up on assets using zbrush, so i havent really done anything tiling. So here is my question, Is there anyway to start from a plane in zbrush, sculpting for example a rock surface, and get it tiling inside of zbrush without having to edit the maps in…
I am having a hard time making tear's in Maya for import into Zbrush. Particularly, my character has torn sleeves up to his shoulder. I have imported clothing from Maya into Zbrush which look pretty good. The problem is when I add the subdivision's onto it, the tear's that I have made don't start looking like tearing…
So my first time doing a tree right out of zbrush using zsketching...finished...now, what's the best way to get it out of zbrush and retopologized down to 6000 polys? UV wise should I let zbrush do it automatically, do it myself within zbrush, or after getting the low poly unwrap in max/maya??? Pic wise, the left is at…